Professional Documents
Culture Documents
Objectives
At the end of this lesson, the students should be able to:
Overview
Multimedia is said to be a commonplace today. That is due to the advancements
in computer speeds and storage space. Consequently, the term doesn't produce the same
excitement it once did before. This also means it is not as overused as it was back in the
late '90s. But what is this multimedia? As the name implies, multimedia is the integration
of multiple forms of media. This includes text, graphics, audio, video, etc. For example, a
presentation involving audio and video clips would be considered a "multimedia
presentation." Educational software that involves animations, sound, and text is called
"multimedia software." The "multimedia formats" are often considered to be in CDs and
DVDs since they can store a lot of data and most forms of multimedia require a lot of
disk space.
Most often than not, multimedia design and development is a quite complex,
arduous, and harder-than-you-think proposition. For instance, producing multimedia
projects with quality, at a reasonable price, and on time calls for thinking things out
ahead of time; establishing goals and milestones; and working with teams of brilliantly
creative people who work like dogs. It's not that much different than any other kind of
project where you build a one-of-a-kind product.
A harmonious and healthy multimedia production process is tailored to the type
and scale of the individual project, but certain concepts apply no matter what you're
developing. These concepts are of course: Always plan ahead, keep the client informed,
track the implementation against the plan, and test the results.
This lesson of the module gives you an idea of how to develop a multimedia title.
How I wish that the ideas in this lesson make your title wonderful and interesting.
Lets try to start our purpose now!
1.1 IMPORTANCE
Manpower Resources
personnel
1.2.2
Multimedia Devices
Below are some of the multimedia devices:
Video
Cameraa
device that records
moving images.
1.3.2 Production. The actual development of the project. Tasks may include as
follows:
Storyboarding
Implementation
Distribution and Delivery. This stage of the multimedia project includes all
the processes required to prepare and deliver the final product and close the
project. These activities follow on from the completion of the development
phase, which has ended with the successful acceptance testing of the product.
The processes involved in the close of the project include:
(See next topic for more detailed discussions on the 3 Phases of Multimedia Title Development)
Cut Here
Cut Here
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Development of the multimedia application outline, logic flow, scripts and video
and audio files production scripts and schedules
Pre-Production phase of development on the other hand should also cover the
following processes:
Concept definition
Title goals/ Selecting Product Category. Here, you will need to select
the product category. Successful multimedia development efforts begin by
defining the type of multimedia product you will able to be produced.
Multimedia titles fall into one of the following categories below:
Productivity Titles. Category that adds multimedia functionality
to standard productivity applications.
Examples:
spreadsheets.
packages,
and
Specify the Content. Once the target audience is identified, you will be
better prepared to specify the content of your title. You may start the:
Story/content/services
Information architecture
Technical
Interaction
Navigation
Production plan
o
Storyboarding/content outline
Out of this comes the information needed for the rest of the
production plan
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Designer/Art Director
Producer
Technical designer
Developer
Audio producer
Graphic artists/editors
Programmers/HTML coders
1.4.2 Production
Once all the preproduction activities have been completed, the multimedia
application enters the production phase. Activities in this phase include:
Content Research
Interface Design
Graphics Development
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Authoring
1.4.3 Post-Production
In this phase, the multimedia application enters the alpha and beta testing process.
Once the application is tested and revised, it enters the packaging stage. It could be
burned into a CD-ROM or published on the internet as a website.
Testing and Delivering Multimedia Application
TESTING MULTIMEDIA APPLICATION
o The Evaluation Process
Testing of a multimedia title is essential so that the final application adheres to
international quality standards and is not infested with bugs, technical snags, inaccurate
information or simple grammatical or typographical errors.
The process of evaluating (testing) and revising a multimedia application project
is dynamic and constant. It involves both internal and external evaluation.
o Internal Evaluation
The happens within the multimedia development group, through internal
discussions for evaluating the aspects of the application:
Project goals and objectives : Are the established goals and Objectives
being met ?
Text and narration : Are the text and narration grammatically Correct?
Sound : Is the background music, sound effects (SE) and other sounds
well recorded ?
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The prime responsibility of this function lies with the production manager and can
be most effective if the team members are open to positive criticism of their peers.
o External Evaluation
The following are the components of external evaluation:
Alpha Testing. Alpha testing takes place when the project is
considered a working model i.e. it is not finished but it is functional.
The purpose of Alpha testing is to determine if the general direction
and structure are adequate and what changes are necessary. Members
of the Alpha-testing group should include a balance of friends and
critiques.
Focus Group Testing. After revising the application based on the
feedback of the Alpha test, another possible strategy is to present the
application to a focus group. These groups are composed of
individuals who represent the expected audience of the project.
Standardized forms should be used for requesting comments and
suggestions from the Focus Group.
Beta Testing .Once the project is in a final draft form, copies should
be made available to a group of potential users called a beta-testing
group. Here again, standardized questionnaires should be used for
collating feedback.
Burning a CD-ROM
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Objectives
At the end of this lesson, the students should be able to:
Overview
Creating instructional multimedia is very much like building a house or producing
a movie. The first step isn't only like picking up a hammer or a video camera and the job
is already done. The first step is to carefully lay out the plans for what you hope to
accomplish and how you decide on each very step. In short, you need a plan to do it.
Granted, if you know a little bit about construction or movie producing it could prove
beneficial, but chances are you'll rely on others for many aspects of either sort of project.
It is simple because you cannot finish the job alone. You will need help of a group or in
relation to a movie, a production team who is proficient in his own field of expertise and
goal-directed motivation. The same is true for creating instructional multimedia. Notice
that we use the term "instructional". This distinguishes the focus from the development of
multimedia without specific instructional goals and objectives. With the advent of
simpler interfaces for authoring languages and with so many people now experienced
enough with computers to create basic forms of multimedia, it is increasingly difficult to
locate truly "instructional" multimedia -- software that has underlying objectives of
teaching a specific academic subject of focus. This information will prepare you to create
such instructional materials.
Since the focus of education changes from attempts at teaching students all there
is to know about a specific subject (a goal that is no longer achievable due to the
increasing amount of human knowledge in nearly every discipline) to more practical
approaches toward providing foundational skills of learning such as problem solving and
working collaboratively, multimedia as an instructional tool is finding a place in the
forefront of education.
It is unfortunate that often the end product becomes the sole focus of multimedia
development. Although a great deal of learning might be inferred to have happened in
order to get the end product, inferences are not the best approach to ensuring that the
learning took place. From an instructional perspective there is a tremendous value
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attributed to the multimedia development process. Students must select their topics,
research these topics, structure the information that they want to portray in their
multimedia product and then organize and portray it in a way that makes sense to
themselves and to their audience.
A multimedia product to be complete must be made out of many ingredients. It
can be an existing printed products or a software product itself. But what can be sure of
only is that each product has its own set of requirements and considerations.
Lets try doing job now!
2.1 MULTIMEDIA PROJECT PLANNING
The production of interactive multimedia applications is a complex one, involving
multiple steps in multimedia project planning procedures. This process can be divided
into nine planning phases about the following items:
Project Rationale
Objectives/Goals
Intended/Target Audience
Theme/Concept
Delivery Medium
Production Environment
Operating Environment
Production Budget
Production Schedule
At the onset of preparation you must consider important things. Here are some of
the few questions that you need to ask when preparing a multimedia presentation:
2.1.1.1 Why need to create a multimedia project? Is multimedia the best
option for the project? How appropriate the cost-effectiveness of the
project is?
2.1.1.2 What do I want to say?
Do your research
Draft a "script"
2.1.2 Objective/Goals
In a multimedia project, specific goals, objectives and activities matrix must be
laid down. But before hand, let us first clear up the difference between goals and
objectives. In multimedia production, goals are general statements of anticipated project
outcomes, usually more global in scope while objectives are specific statements of
anticipated project outcomes.
It is important that a multimedia project or product needs to accomplish
something. In this case, the accomplishment should be measurable and behavior-based
from the users standpoint. You will need activities to do these. Activities are actions,
things done in order to implement an objective. Specific people are responsible for their
execution, a cost is related to their implementation and there is a time frame binding their
development.
Another point of view to sell concepts and ideas, you need to remember the so
called AIDA formula.
AIDA stands for:
Attention. Multimedia project must call the attention of the target audience. Always
consider the background of the users and their conditions to grab their
attention, within their field of expertise and common experience are conquered
in the presentation. Keeping your audience captured would mean that
sometimes detailed product specifications and photos aren't enough to close
that sale. Often your audiences want more than just a product, they want an
experience. They want a sense of interaction and involvement.
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Interest. Multimedia format combines the use of different form of information- text,
picture, animation, sound, and video and not only one of those to catch the
interest of the intended audiences.
Desire. Multimedia developers should ensure human interface between user and the
multimedia project being developed. It would be an advantage if you could
implement the better use of the multimedia project in the sense that the target
users are given control of the setup and best interactivity in order to elicit and
build the desire to both the medium and subject matter in the product. By
allowing users to control the sequence and the pacing of the materials,
multimedia packages facilitate greater individualization in learning, allowing
audience to proceed at their own pace in a tailored learning environment.
Action. Multimedia project objectives should state exactly what visible activity the target
user can perform as a result of exposure to the multimedia presentation.
2.1.3 Intended/Target Audience
A very important element that needs to be defined at this stage is the potential
target audience of the proposed title since this will determine how the content needs to be
presented. You need to ask to yourself the below question:
Who is my audience?
Know your audience. Each audience may require a different method of delivery
2.1.4 Theme/Concept
The process of making multimedia starts with an "idea" or better described as "the
vision" - which is the conceptual starting point. The starting point is ironically the
visualization of the ending point - the multimedia experience that the targeted end-user
will have. Conceptualization involves identifying a relevant theme for the multimedia
title and other criteria like availability of content, how amenable is the content to
multimedia treatment and issues like copyright are also to be considered.
Identifying the theme of the project is like identifying also the project construct.
The developer starts by survey of needs. Determining what kinds of title are sought by a
particular kind of people is relevant to your theme analysis.
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Another consideration also has something to do with the visual theme, style and
layout, the content and the audience relationship. Always remember that the best theme
should be broad enough to incorporate various media without imposing limitations in
style and layout, but not narrow enough to ensure consistency across screen display.
2.1.5 Delivery Medium
The delivery phase of the multimedia project includes all the processes required to
prepare and deliver the final product and close the project. These activities follow on
from the completion of the development phase, which has ended with the successful
acceptance testing of the product. The processes involved in the close of the project
include: (1) preparation for delivery (which includes archiving and debriefing the team)
and (2) delivery of the product. For a multimedia product to be fully experienced there
are three available pillars namely:
Hardware
Software
User participation.
This is through since you will need to know what software and hardware you can
reasonably expect the target audience to have, as well as the setting in which it will be
used (laboratory, office, home, networked computers, modem, etc). All these three can
run on different platforms, depending on the project goals and objectives you identified
for your target audience. You can deliver the multimedia project on CD-ROM, the Web,
even touch-screen kiosks or PDAs. That's the beauty of multimedia anything is
possible.
CD-ROM (Compact Disk-Read Only Memory) .Storage disks of approximately
650Mb capacity that are encoded with a laser and a magnetic head. They can be recorded
only once but can be read for as long as the disk lasts. It is inexpensive to duplicate but
easy to distribute and can be used in many platform of computers in todays market.
on-line or World Wide Web
On-line refers to being connected to a network. Most of the multimedia project
can be best be presented on-line or in the world wide web especially those that contain
information hat changes over time. Take note that World wide web is the portion of the
Internet that can display information graphically in digital manner better than through
coaxial cable of the cable televisions.
Kiosk. A protective and often promotional installation that contains new media playback
equipment and content designed for wide public use. It is a self-contained stand with a
video screen, user-input device and also source of its delivery medium such as laserdisc
or like media. But the only difference of using this for delivery is that it needs simpler
technical specifications limited only single delivery system optimized for one particular
multimedia presentation.
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What basic hardware (CPU, monitor, RAM, CD-ROM speeds, modem) do the
target users have and need?
What basic software (operating system, browser, plug-ins, and drivers) do the
users have and need?
What environment (e.g. campus library, computer lab, home) will the users be
using the package in?
For each production environment that the development team requires, there is a
good reference by citing one:
Sample Description of Production Environment
Operating System: Windows 7
Application Software: MS Office 2010(Word, Powerpoint, Excel)
Windows 7 Sound Recorder
3DMAX 2010
UNITY
Adobe PhotoShop CS5.5
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Client/Server System
PC: CPU Pentium 4 2.26GHz, 224MB RAM, 40GB
Combo Drive (DVD_R/W & DVD ROM) or External
Sound Card
Video Camera
Digital Camera
Printer
Scanner & USB Drawing Pad
Head set with Microphone
Speaker & Sound Blaster.
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Hard Costs. The outgoing expenses that can be adequately quantified. Example
of which are: office equipment (rental or purchase), office expenses( rent,
utilities), salaries and fees, software purchases and packaging costs; and
Soft Costs. The expenses that are known but not always quantifiable. Example of
which are: legal expenses and telephone bills
Content production
Software engineering
Testing
As the developer, there are two important questions you need to ask when
charting a multimedia project schedule.
Have we successfully developed similar projects like these before?
Is contingency planning possible?
In this extent, any of the two type of scheduling is possible to employ:
Forward Scheduling. The theory is: Start TODAY, finish WHEN?
Backward Scheduling. The theory is: This is the DEADLINE, when you will
START?
Essentials of Interactive Multimedia Authoring
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Scene listing were done by organizing and laying out the story structure.
2.2.2
Define the scope of the project--how many pages, sounds, animations, etc.
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Objectives
At the end of this lesson, the students should be able to:
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